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+<hr><h1>mesh_block_manager.cpp</h1><a href="mesh__block__manager_8cpp.html">Go to the documentation of this file.</a><div class="fragment"><pre>00001
+00007 <font class="comment">/* Copyright, 2000-2002 Nevrax Ltd.</font>
+00008 <font class="comment"> *</font>
+00009 <font class="comment"> * This file is part of NEVRAX NEL.</font>
+00010 <font class="comment"> * NEVRAX NEL is free software; you can redistribute it and/or modify</font>
+00011 <font class="comment"> * it under the terms of the GNU General Public License as published by</font>
+00012 <font class="comment"> * the Free Software Foundation; either version 2, or (at your option)</font>
+00013 <font class="comment"> * any later version.</font>
+00014 <font class="comment"></font>
+00015 <font class="comment"> * NEVRAX NEL is distributed in the hope that it will be useful, but</font>
+00016 <font class="comment"> * WITHOUT ANY WARRANTY; without even the implied warranty of</font>
+00017 <font class="comment"> * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU</font>
+00018 <font class="comment"> * General Public License for more details.</font>
+00019 <font class="comment"></font>
+00020 <font class="comment"> * You should have received a copy of the GNU General Public License</font>
+00021 <font class="comment"> * along with NEVRAX NEL; see the file COPYING. If not, write to the</font>
+00022 <font class="comment"> * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,</font>
+00023 <font class="comment"> * MA 02111-1307, USA.</font>
+00024 <font class="comment"> */</font>
+00025
+00026 <font class="preprocessor">#include "<a class="code" href="std3d_8h.html">std3d.h</a>"</font>
+00027
+00028 <font class="preprocessor">#include "<a class="code" href="mesh__block__manager_8h.html">3d/mesh_block_manager.h</a>"</font>
+00029 <font class="preprocessor">#include "<a class="code" href="hierarchical__timer_8h.html">nel/misc/hierarchical_timer.h</a>"</font>
+00030
+00031 <font class="keyword">using</font> <font class="keyword">namespace </font>NLMISC;
+00032
+00033 <font class="keyword">namespace </font>NL3D
+00034 {
+00035
+00036
+<a name="l00037"></a><a class="code" href="mesh__block__manager_8cpp.html#a0">00037</a> <font class="preprocessor">#define NL3D_MBM_MAX_VBHEAP 255</font>
+<a name="l00038"></a><a class="code" href="mesh__block__manager_8cpp.html#a1">00038</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_MESH_SHIFT 8</font>
+<a name="l00039"></a><a class="code" href="mesh__block__manager_8cpp.html#a2">00039</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_MESH_MASK 0xFFFFFF00</font>
+<a name="l00040"></a><a class="code" href="mesh__block__manager_8cpp.html#a3">00040</a> <font class="preprocessor"></font><font class="preprocessor">#define NL3D_MBM_VBHEAP_HEAP_MASK 0x000000FF</font>
+00041 <font class="preprocessor"></font>
+00042
+00043 <font class="comment">// ***************************************************************************</font>
+<a name="l00044"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a0">00044</a> CMeshBlockManager::CMeshBlockManager()
+00045 {
+00046 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Driver= NULL;
+00047 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Scene= NULL;
+00048 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderTrav= NULL;
+00049
+00050 <font class="comment">// Allocate at least the 0th heap</font>
+00051 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.resize(1);
+00052 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]= <font class="keyword">new</font> CVBHeapBlock;
+00053 <font class="comment">// some reserve, avoiding first reallocation.</font>
+00054 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]-&gt;RdrInstances.reserve(100);
+00055 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0]-&gt;RdrMeshGeoms.reserve(100);
+00056 }
+00057
+00058 <font class="comment">// ***************************************************************************</font>
+<a name="l00059"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a1">00059</a> CMeshBlockManager::~CMeshBlockManager()
+00060 {
+00061 <font class="comment">// must release any user heap.</font>
+00062 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_0">releaseVBHeaps</a>();
+00063 <font class="comment">// Release the 0th one.</font>
+00064 <font class="keyword">delete</font> <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[0];
+00065 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.clear();
+00066 }
+00067
+00068 <font class="comment">// ***************************************************************************</font>
+<a name="l00069"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a2">00069</a> <font class="keywordtype">void</font> CMeshBlockManager::addInstance(IMeshGeom *meshGeom, CMeshBaseInstance *inst, <font class="keywordtype">float</font> polygonCount)
+00070 {
+00071 <font class="comment">// If the meshGeom has never been added to the manager, may do some precalc</font>
+00072 <font class="keywordflow">if</font>(meshGeom-&gt;_MeshBlockManager==NULL)
+00073 {
+00074 <font class="comment">// Fill </font>
+00075 meshGeom-&gt;_MeshBlockManager= <font class="keyword">this</font>;
+00076 <font class="comment">// try to fit the meshGeom in one of our VBHeap.</font>
+00077 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#c0">allocateMeshVBHeap</a>(meshGeom);
+00078 }
+00079
+00080 <font class="comment">// TestYoyo</font>
+00081 <font class="comment">/*extern uint TEMP_Yoyo_NInstVBHeap;</font>
+00082 <font class="comment"> extern uint TEMP_Yoyo_NInstNoVBHeap;</font>
+00083 <font class="comment"> if( meshGeom-&gt;_MeshVBHeapId &amp; NL3D_MBM_VBHEAP_HEAP_MASK )</font>
+00084 <font class="comment"> TEMP_Yoyo_NInstVBHeap++; </font>
+00085 <font class="comment"> else</font>
+00086 <font class="comment"> TEMP_Yoyo_NInstNoVBHeap++;*/</font>
+00087 <font class="comment">// End TestYoyo</font>
+00088
+00089 <font class="comment">// Choose the HeapBlock to fit in.</font>
+00090 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[meshGeom-&gt;_MeshVBHeapId &amp; <a class="code" href="mesh__block__manager_8cpp.html#a3">NL3D_MBM_VBHEAP_HEAP_MASK</a>];
+00091
+00092 <font class="comment">// If the mesh geom is not added to this manager, add it.</font>
+00093 <font class="keywordflow">if</font>(meshGeom-&gt;_RootInstanceId==-1)
+00094 {
+00095 hb-&gt;RdrMeshGeoms.push_back(meshGeom);
+00096 }
+00097
+00098 <font class="comment">// setup the instance.</font>
+00099 CInstanceInfo instInfo;
+00100 instInfo.MeshGeom= meshGeom;
+00101 instInfo.MBI= inst;
+00102 instInfo.PolygonCount= polygonCount;
+00103
+00104 <font class="comment">// link to the head of the list.</font>
+00105 instInfo.NextInstance= meshGeom-&gt;_RootInstanceId;
+00106 meshGeom-&gt;_RootInstanceId= hb-&gt;RdrInstances.size();
+00107
+00108 <font class="comment">// add this instance</font>
+00109 hb-&gt;RdrInstances.push_back(instInfo);
+00110
+00111 }
+00112
+00113 <font class="comment">// ***************************************************************************</font>
+<a name="l00114"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#a3">00114</a> <font class="keywordtype">void</font> CMeshBlockManager::flush(IDriver *drv, CScene *scene, CRenderTrav *renderTrav)
+00115 {
+00116 uint i,j;
+00117
+00118 <a class="code" href="hierarchical__timer_8h.html#a4">H_AUTO</a>( NL3D_MeshBlockManager );
+00119
+00120 <font class="comment">// setup the manager</font>
+00121 <a class="code" href="debug_8h.html#a6">nlassert</a>(drv &amp;&amp; scene &amp;&amp; renderTrav);
+00122 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Driver= drv;
+00123 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.Scene= scene;
+00124 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderTrav= renderTrav;
+00125
+00126
+00127 <font class="comment">// render</font>
+00128 <font class="comment">//==========</font>
+00129
+00130 <font class="comment">// sort by Heap first =&gt; small setup of VBs.</font>
+00131 <font class="keywordflow">for</font>(j=0; j&lt;<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++)
+00132 {
+00133 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j];
+00134 <font class="comment">// if not the special 0th heap, must activate VB.</font>
+00135 <font class="keywordflow">if</font>(j==0)
+00136 {
+00137 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderThroughVBHeap= <font class="keyword">false</font>;
+00138 }
+00139 <font class="keywordflow">else</font>
+00140 {
+00141 <font class="comment">// set to true =&gt; avoid mesh to setup their own VB.</font>
+00142 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>.RenderThroughVBHeap= <font class="keyword">true</font>;
+00143 <font class="comment">// activate current VB in driver</font>
+00144 hb-&gt;VBHeap.activate();
+00145 }
+00146
+00147
+00148 <font class="comment">// Always sort by MeshGeom, in this heap</font>
+00149 <font class="keywordflow">for</font>(i=0; i&lt;hb-&gt;RdrMeshGeoms.size();i++)
+00150 {
+00151 <font class="comment">// render the meshGeom and his instances</font>
+00152 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#c1">render</a>(hb-&gt;RdrMeshGeoms[i], hb-&gt;RdrInstances);
+00153 }
+00154 }
+00155
+00156
+00157 <font class="comment">// reset.</font>
+00158 <font class="comment">//==========</font>
+00159
+00160 <font class="comment">// For all vb heaps</font>
+00161 <font class="keywordflow">for</font>(j=0; j&lt;<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++)
+00162 {
+00163 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j];
+00164
+00165 <font class="comment">// Parse all MehsGeoms, and flag them as Not Added to me</font>
+00166 <font class="keywordflow">for</font>(i=0; i&lt;hb-&gt;RdrMeshGeoms.size();i++)
+00167 {
+00168 hb-&gt;RdrMeshGeoms[i]-&gt;_RootInstanceId= -1;
+00169 }
+00170
+00171 <font class="comment">// clear rdr arrays</font>
+00172 hb-&gt;RdrInstances.clear();
+00173 hb-&gt;RdrMeshGeoms.clear();
+00174 }
+00175 }
+00176
+00177
+00178 <font class="comment">// ***************************************************************************</font>
+<a name="l00179"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#c1">00179</a> <font class="keywordtype">void</font> CMeshBlockManager::render(IMeshGeom *meshGeom, std::vector&lt;CInstanceInfo&gt; &amp;rdrInstances)
+00180 {
+00181 <font class="comment">// TestYoyo</font>
+00182 <font class="comment">/*extern uint TEMP_Yoyo_NMeshVBHeap;</font>
+00183 <font class="comment"> extern uint TEMP_Yoyo_NMeshNoVBHeap;</font>
+00184 <font class="comment"> if( _RenderCtx.RenderThroughVBHeap )</font>
+00185 <font class="comment"> TEMP_Yoyo_NMeshVBHeap++;</font>
+00186 <font class="comment"> else</font>
+00187 <font class="comment"> TEMP_Yoyo_NMeshNoVBHeap++;*/</font>
+00188 <font class="comment">// End TestYoyo</font>
+00189
+00190 <font class="comment">// Start for this mesh.</font>
+00191 meshGeom-&gt;beginMesh(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>);
+00192
+00193 <font class="comment">// number of renderPasses for this mesh.</font>
+00194 uint numRdrPass= meshGeom-&gt;getNumRdrPasses();
+00195
+00196 <font class="comment">// sort per material first?</font>
+00197 <font class="keywordflow">if</font>( meshGeom-&gt;sortPerMaterial() )
+00198 {
+00199 <font class="comment">// for all material.</font>
+00200 <font class="keywordflow">for</font>(uint rdrPass=0;rdrPass&lt;numRdrPass;rdrPass++)
+00201 {
+00202 <font class="comment">// for all instance.</font>
+00203 sint32 instId= meshGeom-&gt;_RootInstanceId;
+00204 <font class="keywordflow">while</font>( instId!=-1 )
+00205 {
+00206 CInstanceInfo &amp;instInfo= rdrInstances[instId];
+00207
+00208 <font class="comment">// activate this instance</font>
+00209 meshGeom-&gt;activeInstance(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount);
+00210
+00211 <font class="comment">// render the pass.</font>
+00212 meshGeom-&gt;renderPass(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount, rdrPass);
+00213
+00214 <font class="comment">// next instance</font>
+00215 instId= instInfo.NextInstance;
+00216 }
+00217 }
+00218 }
+00219 <font class="comment">// else sort per instance first</font>
+00220 <font class="keywordflow">else</font>
+00221 {
+00222 <font class="comment">// for all instance.</font>
+00223 sint32 instId= meshGeom-&gt;_RootInstanceId;
+00224 <font class="keywordflow">while</font>( instId!=-1 )
+00225 {
+00226 CInstanceInfo &amp;instInfo= rdrInstances[instId];
+00227
+00228 <font class="comment">// activate this instance</font>
+00229 meshGeom-&gt;activeInstance(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount);
+00230
+00231 <font class="comment">// for all material.</font>
+00232 <font class="keywordflow">for</font>(uint rdrPass=0;rdrPass&lt;numRdrPass;rdrPass++)
+00233 {
+00234 <font class="comment">// render the pass.</font>
+00235 meshGeom-&gt;renderPass(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>, instInfo.MBI, instInfo.PolygonCount, rdrPass);
+00236 }
+00237
+00238 <font class="comment">// next instance</font>
+00239 instId= instInfo.NextInstance;
+00240 }
+00241 }
+00242
+00243 <font class="comment">// End for this mesh.</font>
+00244 meshGeom-&gt;endMesh(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o2">_RenderCtx</a>);
+00245 }
+00246
+00247
+00248 <font class="comment">// ***************************************************************************</font>
+00249 <font class="comment">// ***************************************************************************</font>
+00250 <font class="comment">// VBHeap mgt</font>
+00251 <font class="comment">// ***************************************************************************</font>
+00252 <font class="comment">// ***************************************************************************</font>
+00253
+00254
+00255 <font class="comment">// ***************************************************************************</font>
+<a name="l00256"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#c0">00256</a> <font class="keywordtype">void</font> CMeshBlockManager::allocateMeshVBHeap(IMeshGeom *mesh)
+00257 {
+00258 <font class="comment">// Get info from mesh. </font>
+00259 uint vertexFormat, numVertices;
+00260 <font class="comment">// if the mesh do not support VBHeap, quit.</font>
+00261 <font class="keywordflow">if</font>( !mesh-&gt;getVBHeapInfo(vertexFormat, numVertices) )
+00262 <font class="keywordflow">return</font>;
+00263
+00264 <font class="comment">// In case of ...</font>
+00265 <font class="keywordflow">if</font>( numVertices==0 )
+00266 <font class="keywordflow">return</font>;
+00267
+00268 <font class="comment">// try to find a VBHeap with this vertexFormat.</font>
+00269 TVBHeapMap::iterator it= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.find(vertexFormat);
+00270 <font class="comment">// if not found, abort</font>
+00271 <font class="keywordflow">if</font>(it==<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.end())
+00272 <font class="keywordflow">return</font>;
+00273
+00274 <font class="comment">// access to this VBHeap.</font>
+00275 uint vbHeapId= it-&gt;second;
+00276 CVBHeapBlock *vbHeapBlock= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[vbHeapId];
+00277 <font class="comment">// try to allocate sapce into the heap. Fail=&gt; abort.</font>
+00278 uint indexStart;
+00279 <font class="keywordflow">if</font>( !vbHeapBlock-&gt;VBHeap.allocate(numVertices, indexStart) )
+00280 <font class="keywordflow">return</font>;
+00281
+00282 <font class="comment">// All is Ok here =&gt; setup infos.</font>
+00283 <font class="comment">//==================</font>
+00284
+00285 <font class="comment">// Keep track of the mesh =&gt; allocate.</font>
+00286 uint meshId;
+00287 <font class="comment">// try to get a free id.</font>
+00288 <font class="keywordflow">if</font>( !vbHeapBlock-&gt;FreeIds.empty() )
+00289 {
+00290 meshId= vbHeapBlock-&gt;FreeIds.back();
+00291 vbHeapBlock-&gt;FreeIds.pop_back();
+00292 vbHeapBlock-&gt;AllocatedMeshGeoms[meshId]= mesh;
+00293 }
+00294 <font class="comment">// else, must add to the array</font>
+00295 <font class="keywordflow">else</font>
+00296 {
+00297 meshId= vbHeapBlock-&gt;AllocatedMeshGeoms.size();
+00298 vbHeapBlock-&gt;AllocatedMeshGeoms.push_back(mesh);
+00299 }
+00300
+00301 <font class="comment">// info for delete in mesh</font>
+00302 mesh-&gt;_MeshVBHeapIndexStart= indexStart;
+00303 mesh-&gt;_MeshVBHeapId= vbHeapId + (meshId&lt;&lt;<a class="code" href="mesh__block__manager_8cpp.html#a1">NL3D_MBM_VBHEAP_MESH_SHIFT</a>);
+00304
+00305
+00306 <font class="comment">// Fill VB.</font>
+00307 <font class="comment">//==================</font>
+00308 uint8 *dst= vbHeapBlock-&gt;VBHeap.lock(indexStart);
+00309 mesh-&gt;computeMeshVBHeap(dst, indexStart);
+00310 <font class="comment">// unlock only what vertices have changed (ATI problem)</font>
+00311 vbHeapBlock-&gt;VBHeap.unlock(indexStart, indexStart+numVertices);
+00312 }
+00313
+00314 <font class="comment">// ***************************************************************************</font>
+<a name="l00315"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_2">00315</a> <font class="keywordtype">void</font> CMeshBlockManager::freeMeshVBHeap(IMeshGeom *mesh)
+00316 {
+00317 <a class="code" href="debug_8h.html#a6">nlassert</a>(mesh-&gt;_MeshVBHeapId);
+00318
+00319 <font class="comment">// unpack heap and mesh id.</font>
+00320 uint vbHeapId= mesh-&gt;_MeshVBHeapId &amp; <a class="code" href="mesh__block__manager_8cpp.html#a3">NL3D_MBM_VBHEAP_HEAP_MASK</a>;
+00321 uint meshId= (mesh-&gt;_MeshVBHeapId &amp; <a class="code" href="mesh__block__manager_8cpp.html#a2">NL3D_MBM_VBHEAP_MESH_MASK</a>) &gt;&gt; <a class="code" href="mesh__block__manager_8cpp.html#a1">NL3D_MBM_VBHEAP_MESH_SHIFT</a>;
+00322
+00323 <font class="comment">// access to this VBHeap.</font>
+00324 CVBHeapBlock *vbHeapBlock= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[vbHeapId];
+00325
+00326 <font class="comment">// free VB memory.</font>
+00327 vbHeapBlock-&gt;VBHeap.free(mesh-&gt;_MeshVBHeapIndexStart);
+00328
+00329 <font class="comment">// free this space</font>
+00330 <a class="code" href="debug_8h.html#a6">nlassert</a>(meshId&lt;vbHeapBlock-&gt;AllocatedMeshGeoms.size());
+00331 vbHeapBlock-&gt;AllocatedMeshGeoms[meshId]= NULL;
+00332 vbHeapBlock-&gt;FreeIds.push_back(meshId);
+00333
+00334 <font class="comment">// reset mesh info.</font>
+00335 mesh-&gt;_MeshVBHeapId= 0;
+00336 mesh-&gt;_MeshVBHeapIndexStart= 0;
+00337 }
+00338
+00339 <font class="comment">// ***************************************************************************</font>
+<a name="l00340"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_0">00340</a> <font class="keywordtype">void</font> CMeshBlockManager::releaseVBHeaps()
+00341 {
+00342 uint i,j;
+00343
+00344 <font class="comment">// For all blocks but the 0th</font>
+00345 <font class="keywordflow">for</font>(j=1; j&lt;<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size();j++)
+00346 {
+00347 CVBHeapBlock *hb= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>[j];
+00348
+00349 <font class="comment">// For all allocated mesh of this heap.</font>
+00350 <font class="keywordflow">for</font>(i=0;i&lt;hb-&gt;AllocatedMeshGeoms.size();i++)
+00351 {
+00352 IMeshGeom *mesh= hb-&gt;AllocatedMeshGeoms[i];
+00353 <font class="comment">// if the mesh exist.</font>
+00354 <font class="keywordflow">if</font>(mesh)
+00355 {
+00356 <font class="comment">// free his VBHeap Data.</font>
+00357 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_2">freeMeshVBHeap</a>(mesh);
+00358 <a class="code" href="debug_8h.html#a6">nlassert</a>( hb-&gt;AllocatedMeshGeoms[i] == NULL );
+00359 }
+00360 }
+00361
+00362 <font class="comment">// delete the block. NB: VBHeap auto released</font>
+00363 <font class="keyword">delete</font> hb;
+00364 }
+00365
+00366 <font class="comment">// erase all blocks but 0th</font>
+00367 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.resize(1);
+00368
+00369 <font class="comment">// clear the map.</font>
+00370 <a class="code" href="namespaceNLMISC.html#a222">contReset</a>(<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>);
+00371 }
+00372
+00373 <font class="comment">// ***************************************************************************</font>
+<a name="l00374"></a><a class="code" href="classNL3D_1_1CMeshBlockManager.html#z584_1">00374</a> <font class="keywordtype">bool</font> CMeshBlockManager::addVBHeap(IDriver *drv, uint vertexFormat, uint maxVertices)
+00375 {
+00376 <font class="comment">// if find an existing vertexFormat, abort.</font>
+00377 TVBHeapMap::iterator it= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.find(vertexFormat);
+00378 <font class="comment">// if found, abort</font>
+00379 <font class="keywordflow">if</font>( it!=<a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>.end() )
+00380 <font class="keywordflow">return</font> <font class="keyword">false</font>;
+00381
+00382 <font class="comment">// create the block</font>
+00383 CVBHeapBlock *hb= <font class="keyword">new</font> CVBHeapBlock;
+00384
+00385 <font class="comment">// allocate vertex space</font>
+00386 hb-&gt;VBHeap.init(drv, vertexFormat, maxVertices);
+00387
+00388 <font class="comment">// add an entry to the array, and the map.</font>
+00389 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.push_back(hb);
+00390 <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o0">_VBHeapMap</a>[vertexFormat]= <a class="code" href="classNL3D_1_1CMeshBlockManager.html#o1">_VBHeapBlocks</a>.size()-1;
+00391
+00392 <font class="keywordflow">return</font> <font class="keyword">true</font>;
+00393 }
+00394
+00395
+00396 } <font class="comment">// NL3D</font>
+</pre></div>
+
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